ITEM.Name = "Glock18";
ITEM.Model = "models/weapons/w_pist_glock18.mdl"

ITEM.ShortInfo = "Pew pew!";

ITEM.Wearable = false;--Keep false if Weapon is true.
ITEM.WearBone = GAME.BoneToFull("right thigh");
ITEM.WearType = 1;

ITEM.Weapon = true;
ITEM.WeaponObject = "weapon_g18"; --Used for player:Give(WeaponObject);
ITEM.WeaponType = "Secondary"; -- 1 = Miscellaneous, 2 = Secondary, 3 = Primary (Respectful num select slots)

ITEM.Ammo = false;
ITEM.Amount = nil; --Amount equals the default amount of 'rounds' declared in the items var. 

ITEM.Useable = true;

ITEM.FunctionList = {

	["Wear"] = function(ply, slot)
	
		ply:AddGear( slot );
	
	end,
	
	["Disassemble"] = function(ply, slot)--working out idea in my head
	
	end,
	
	["Use"] = function(ply, slot)
	
		local Weapon = ply:CharacterGetData("Inventory")[slot];
		
			ply:EquipWeapon(Weapon.WeaponObject, Weapon.WeaponType);
		
		return "Default" --If returned this then do a regular remove from inventory and destroy the info.
		
	end,
	
	["Drop"] = function(ply, slot)
		
			ply:DropItem(slot)
		
		return "Default"; --If returned this then just do a regular remove from inventory and spawn entity.
		
	end,
	
	["Initialize"] = function(ply, slot)
	
		print("Item Initialized!");
		
	end
	
};
